Non-licensed are not original anymore, why?

Past killers that have been put into the game are not original. Like seriously devs, Are you guys not capable of making an original killer with unique powers, then just copying existing power and make it different?

Oni is just Hillbilly, but with 1 extra step, but the power is better then Hillbilly

Demogorgon is just half huntress, because his shred attack basically turns yourself into a hatchet

Deathslinger is just huntress, but with limited range

Pyramid head is just huntress, but with limited range, but can hit through objects

And now the blight, is just Hillbilly but with uncomfortable controls/hitbox with the collision, and legion with unnecessary steps that scream "just run around a wall and I have to be an M1 killer"


The blight, is possibly by far the worst killer, we don't even need more than 2 days to already know that he is a very low tier killer.

Yes his map pressure power is good, but you can't win with only just map pressure. His power is only good for getting around the map quickly and catching survivors who are out of position or off guard, everything else, his power is horrible at. His power is useless almost in every situation that involves survivors being at any type of walls or loops, he is completely forced to be an M1(this is excluding one of his perks and two of his addons, remember, we are talking about The Blight himself, not what makes him better)


Though, can't wait for samination to completely make fun of The Blight by having him head banging everything every second

Tagged: Trusted

Comments

  • Nah, it's even worse than that. They're all just the original Trapper but with small tweaks.

    Wraith is just Trapper but without the traps and the ability to go invisible

    Hillbilly is just Trapper but without the traps and the ability to go fast and insta down

    Nurse is just Trapper but without the traps and the ability to teleport through objects.

    Huntress is just Trapper but without the traps and a ranged attack

    Meh, all killers are the same.

  • Idk how they continue to add content when every time they do, gripes and moans come from the peanut gallery before the ptb has had enough time for people to figure it out. It's also kind of a hypocritical post... "All killers are copy n pastes of others, nothing is original" and "this killer feels different and weird to play. He sucks".

    Give it time... Nobody becomes efficient with a killer in 2 days.

  • Because they're running out of ideas.

  • Probably a troll post but I have a ######### ton of time. First of all why do the ideas matter. I enjoy Blight and theres a few things that need to be changed. Even thought he was made in 3 minutes I still enjoy him. Also PH was from Silent Hill. And the last thing, If its so easy come up with a new killer that is fair, fun, oRiGiNaL, and consistent(As in I don't have to 50/50 all the ######### time). Good luck.

  • I’m not a game designer but three months doesn’t seem like a lot of time to create/try/balance any killer power, specifically one that is completely brand new and original. Makes sense to me that they would borrow heavily from previous killers and experience.

    might be worth to give them a 3 month period after releasing 3 killers and have then end the year with heavy bug fixes and perk changes while really creating/experimenting/polishing a more unique killer. We could start every new year with a bang and build momentum and new bugs and repeat the process at the end of the year.

    Gotta make those new chapter bank though~

  • while i do agree with you that the blight is weak rn the killers powers idea wise are fine. at a certain point in developing a game like dbd it gets hard to create new characters who are completely different. IE they cant have any other killers with ANY stealth powers without their powers being called "Just" ghostface/wraith/pig

  • I agree, it does seem like we're just getting rehashes of existing mechanics. I suggested a completely original killer a while back (at best you could draw some parallels with the Doctor's hallucinations), but it didn't get any traction from the forumgoers.

  • @norma said:

    Because they're running out of ideas.

    I would rather say they are running out of ideas the work with the ramifications set by their game and it's engine.

    I can think of several killer concepts but they simply would not work with how the game is designed. For example a spider like monster that can traverse over walls, stones, pallets etc.

    Problem, it would be just like nurse but with other animation but same principle. There is only so much they can do with what they have.

  • @MrsPiggyIsSoSneaky said:

    Past killers that have been put into the game are not original. Like seriously devs, Are you guys not capable of making an original killer with unique powers, then just copying existing power and make it different?

    Oni is just Hillbilly, but with 1 extra step, but the power is better then Hillbilly

    Demogorgon is just half huntress, because his shred attack basically turns yourself into a hatchet

    Deathslinger is just huntress, but with limited range

    Pyramid head is just huntress, but with limited range, but can hit through objects

    And now the blight, is just Hillbilly but with uncomfortable controls/hitbox with the collision, and legion with unnecessary steps that scream "just run around a wall and I have to be an M1 killer"

    The blight, is possibly by far the worst killer, we don't even need more than 2 days to already know that he is a very low tier killer.

    Yes his map pressure power is good, but you can't win with only just map pressure. His power is only good for getting around the map quickly and catching survivors who are out of position or off guard, everything else, his power is horrible at. His power is useless almost in every situation that involves survivors being at any type of walls or loops, he is completely forced to be an M1(this is excluding one of his perks and two of his addons, remember, we are talking about The Blight himself, not what makes him better)

    Though, can't wait for samination to completely make fun of The Blight by having him head banging everything every second

    So let's talk about that "disguise" killer shall we? *cries in Legion trailer*

  • Really wow u actually like the blight and for A the simple reason he is a high skill killer meaning not may will run him for a while B his entire existence have been dated back to the hallowed blight event and in the times as well this is the first killer that has actively been shown to have been a survivor and fell to the entity's corruption and promises of power

    how can anyone say that this is not a Incredible lore connection and not like him for that

  • If you think you can do better, please share your ideas for new Killers and powers that aren’t over powered and are fair for Survivors to face.

  • I thought Oni was a downer because he was associated with another killer's lore. So there wasn't a fresh, unique feel about him. Then there's the fact that he played like a less effective Hillbilly.

    I think it was inevitable for new killers to start becoming less original. As time goes by, ideas run dry. Models and backstories aren't necessarily a problem...but powers and perks will be. That's why it's better to pace youself: improve the current game and then release a new chapter.

  • @redsopine00 said:

    Really wow u actually like the blight and for A the simple reason he is a high skill killer meaning not may will run him for a while B his entire existence have been dated back to the hallowed blight event and in the times as well this is the first killer that has actively been shown to have been a survivor and fell to the entity's corruption and promises of power

    how can anyone say that this is not a Incredible lore connection and not like him for that

    I can't wait for the hallowed blight event to come back.

  • @AvisDeene said:

    If you think you can do better, please share your ideas for new Killers and powers that aren’t over powered and are fair for Survivors to face.

    And theres the first "If you can do it better then do so" argument, yay!











    Even though im not challenging the devs to a "Who can create a more original killer" contest...

  • The new survivor perks also all feel like half-assed versions of streetwise, detectives hunch, and we'll make it. I can't imagine anyone will ever use any of them.

  • @Emelia said:

    https://forum.deadbydaylight.com/en/discussion/184030/non-licensed-are-not-original-anymore-why

    Killers are great! Killer powers on the other hand... Yeah, thats repetetive. And do you know why? Perks, shared perks. Imagine if every Killer could have 4 original perks only for himself. That would be great! Every killer could be unique. Also survivors... THat would also balance the whole game. Eh.

    Ps. Demogorgon is not like Huntress, he is like Witch. Duh.

    https://forum.deadbydaylight.com/en/discussion/comment/1551979#Comment_1551979

    He is not Original, he is Gimmicky (Billy), thats huge difference.

    Powers are repetitive mainly because we have 20 Killers, there is so much you can add before running out of options because you reach a limit. Either the engine, or the game mechanics or the balance will act as a limit, or you enter Reddit tier of suggestions where some people suggest such stupidly overpowered stuff that makes you wonder if a 12 year old drunk with Naruto videos made the whole concept.

  • @MrsPiggyIsSoSneaky said:

    Past killers that have been put into the game are not original. Like seriously devs, Are you guys not capable of making an original killer with unique powers, then just copying existing power and make it different?

    Oni is just Hillbilly, but with 1 extra step, but the power is better then Hillbilly

    Demogorgon is just half huntress, because his shred attack basically turns yourself into a hatchet

    Deathslinger is just huntress, but with limited range

    Pyramid head is just huntress, but with limited range, but can hit through objects

    And now the blight, is just Hillbilly but with uncomfortable controls/hitbox with the collision, and legion with unnecessary steps that scream "just run around a wall and I have to be an M1 killer"

    The blight, is possibly by far the worst killer, we don't even need more than 2 days to already know that he is a very low tier killer.

    Yes his map pressure power is good, but you can't win with only just map pressure. His power is only good for getting around the map quickly and catching survivors who are out of position or off guard, everything else, his power is horrible at. His power is useless almost in every situation that involves survivors being at any type of walls or loops, he is completely forced to be an M1(this is excluding one of his perks and two of his addons, remember, we are talking about The Blight himself, not what makes him better)

    Though, can't wait for samination to completely make fun of The Blight by having him head banging everything every second

    "Demogorgon is just half huntress, because his shred attack basically turns yourself into a hatchet"

    You are a complete stooge.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/184030/non-licensed-are-not-original-anymore-why

    "Demogorgon is just half huntress, because his shred attack basically turns yourself into a hatchet"

    You are a complete stooge.

    that funny.

  • I hope they'll just make the Killers we have that all share the Trapper skeleton to have unique animations. It really feels like a lot of killers are the same when they have the same animations for everything except basic attacks and their power.

  • @Dehitay said:

    Nah, it's even worse than that. They're all just the original Trapper but with small tweaks.

    Wraith is just Trapper but without the traps and the ability to go invisible

    Hillbilly is just Trapper but without the traps and the ability to go fast and insta down

    Nurse is just Trapper but without the traps and the ability to teleport through objects.

    Huntress is just Trapper but without the traps and a ranged attack

    Meh, all killers are the same.

    Pig is just trapper but she cuts out the middle man and puts the traps directly on the Survivors

    Trapper is just trapper but without the traps except he actually does have 1 trap but he tripped and dropped the rest all over the place and has to go pick them back up but he also may or may not have dropped his bag so that's kinda sad too

  • I will say that Demogorgon, Plague and Pyramid head don't play like any other Killer.

    Deathslinger and Oni not so much.

  • @AvisDeene said:

    If you think you can do better, please share your ideas for new Killers and powers that aren’t over powered and are fair for Survivors to face.

    I accept your challenge in OP's stead. Here's 5:

    @NuclearBurrito said:

    Another take at one of my older Killer ideas. Specifically a werewolf Killer.

    The Wolf

    Terror Radius: 0/40

    Movement Speed: 4.4/4.8 (110%/120%)

    Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a directional audio que when transforming into a wolf in the form of a howl. Transforming into a human has a non-directional global transformation sound.

    Human Form:

    • You are passively undetectable and move at a reduced speed at 4.4 M/S (110%)
    • Basic attacks on Survivors will apply the tainted status effect, which lasts until it is manually removed (more on that) or until they are downed.
    • Downing a tainted Survivor grants a Beast token, powering up the wolf form and consumes the taint. You may have a maximum of 3 Beast tokens which last for the entire trial.

    Note: On injured Survivors, taint is applied BEFORE the down. Meaning a tainted injured Survivor will be untainted after giving the token, and an untainted injured Survivor will give a token after being downed in human form.

    Wolf Form:

    • You have an increased terror radius (40 meters) and an increased movement speed of 4.8 M/S (120%)
    • Tainted Survivors within your terror radius are considered "Feared" which has effects depending on how many beast tokens you have and your addons.
    • You must have at least 1 Beast token to transform and gain bonuses depending on the number of tokens you have. The effects of Beast tokens are the following:
    • 1 Token: You may transform into wolf form. Feared Survivors cry out as if injured
    • 2 Tokens: You have an extended lunge range (same as T3 Myers)
    • 3 Tokens: You see the aura of Survivors that become feared for 5 seconds

    Prayer Statues:

    • 3 Prayer Statues will spawn around the map.
    • Survivors may pray at a prayer statue for 10 seconds to remove the tainted status effect.
    • After a Survivor plays at a statue, the statue goes dark and is disabled for 60 seconds

    Perks

    • Mark of the Beast - Survivors you hit with a basic attack become marked. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook they will scream revealing their aura for 3/4/5 seconds and consuming the mark.
    • Hex: Decay - After a Survivor has vaulted over the same pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed
    • Hidden Rage - If you hit a Survivor with a basic attack within 5 seconds of them entering your terror radius this perk activates. Your next pallet break or vault action within 20/25/30 seconds will be preformed 100% faster.

    Addons

    Brown

    • Increase the lockout duration of prayer statues (by 10 seconds)
    • The howl when turning into a wolf is non-directional
    • You transform from wolf form into human form 0.5 seconds faster
    • Increase the aura reveal duration of feared Survivors by 1 second

    Yellow

    • Increase the lockout duration of prayer statues (by 15 seconds)
    • You can see the aura of Prayer Statues within 24 meters
    • Decrease time to transform into Wolf form by 0.3 seconds
    • Feared Survivors have a 5% reduced action speed
    • Increase the aura reveal duration of feared Survivors by 2 seconds

    Green

    • Decrease time to transform into Wolf form by 0.5 seconds
    • Feared Survivors have a 10% reduced action speed
    • Feared Survivors are 50% louder
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 2 seconds)
    • Increase the aura reveal duration of feared Survivors by 3 seconds

    Purple

    • The first time you down a tainted Survivor, gain an additional beast token
    • 1 less Prayer Statue spawns
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 4 seconds)
    • Each beast token increases your terror radius by 4 meters while in Wolf form

    Red

    • You start the trial with a beast token
    • You may obtain up to 4 beast tokens. The 4th beast tokens causes feared Survivors to have the exposed effect

    Note: The aura of Prayer Statues are NOT revealed to anyone. They are considered to be Killer Belongings for the purposes of perks and items.

    @NuclearBurrito said:

    The Acolyte

    Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.

    Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial

    Movement Speed - 115%
    Terror Radius - 32 meters
    Height - Short

    Power: Blood Ritual - Every time the Acolyte hits a survivor he gains a blood token. He can channel M2 (2 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 essence orbs: Green, Red and Blue which can be selected from simply by looking at the appropriate orb and pressing M1.

    Once an Orb is obtained pressing M2 again will consume the currently held orb which will grant you a temporary Absorption buff depending on the color of the Orb used for 20 seconds and then a permanent Essence buff also dependent on the color when the duration runs out. Each Essence buff may be collected multiple times and stacks with itself indefinitely.

    The effects are:

    • Green - Increase your movement speed by 0.2 M/S and your vault speed by 20%. Essence effect - Increase your movement speed by 0.04 M/S
    • Red - Increases your pallet and generator breaking speed by 25% and decreases your Successful Attack recovery by 50%. Essence effect - Increase your pallet and generator breaking speed by 5%
    • Blue - Decreases your terror radius by 10 meters and increases your Lunge duration by 0.2 seconds. Essence effect - Decreases your terror radius by 10%.

    Addons

    Brown

    • Cursed branch: Start with 1 Green essence
    • Blood stained cloth: Start with 1 Red essence
    • Unopened letter: Start with 1 Blue essence
    • Talisman: Slightly increases summoning speed (-0.25 seconds)

    Yellow

    • Alm of Haste: Moderately increases the absorption vault speed increase of green orbs. (+5% vault speed )
    • Alm of Bloodlust: Moderately increases the absorption attack cooldown reduction of red orbs. (+12.5% attack cooldown decrease)
    • Alm of Secrecy: Moderately increases the absorption lunge range increase of blue orbs. (+0.05 seconds lunge)
    • Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
    • Decorated vial: Increase absorption duration by 10 seconds

    Green

    • Aged Alm of Haste: Increases the effect of green essence moderately. (+0.02 M/S haste)
    • Aged Alm of Bloodlust: Increases the effect of red essence moderately. (+2.5% pallet breaking)
    • Aged Alm of Secrecy: Increases the effect of blue essence moderately. (-5% TR)
    • Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
    • Crystal necklace: Moderately increases all Absorption vault speed, attack cooldown and lunge duration effects.

    Purple

    • Rotted Alm: Moderately increases all essence effects.
    • Cultist Robes: Orbs cost 1 less blood
    • False Idol: start with 1 of each essence
    • Sentimental Relic: The first time you absorb each color Orb all Survivors will receive the exposed status effect equal to it's duration and you will not receive it's essence afterwards.

    Red

    • Iridescent Alm: Each orb grants an additional essence. Reduces the Absorption duration by 15 seconds.
    • Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second). Additional orbs will cost 1 more blood than normal.

    Perks

    • Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
    • Hex: Devotion - Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
    • Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative or altruistic action done to them by the obsession gets exposed for 20 seconds. The obsession gets a 15/10/5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor

    Survivor Perks

    • Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer for 1/1.5/2 seconds
    • Without a trace - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 40/50/60 seconds.
    • Fleet feet - You make your way around easily. While healthy and not in the killer's terror radius or in a chase you run 4%/5%/6% faster

    Credit to @L3gi0nMa1n for most of the addons and @8obot1c for the Survivor perks

    @NuclearBurrito said:

    The shinigami

    Movement Speed: 4.2 M/S (105%)

    TR: 20 meters

    Height: Small

    Power: Mark of Death - Preform a 2 second channel while looking at a Survivor within 12 meters to apply an Omen on the target. You and the Survivor are both rooted for the duration of the channel and cannot move.

    While effected by an Omen the Survivor is oblivious and their aura is revealed to all players. In order to remove an Omen a Survivor must find another Survivor and have them preform an 8 second channel. Additional Survivors can speed up this channel (8 seconds for 1 Survivor, 4 seconds for 2 Survivors and 2 seconds for 3 Survivors). The channel does not need to be preformed all at once.

    Every second your movement speed increases by 0.04 M/S up to a maximum of 0.6 per Survivor with an Omen. This movement speed is temporarily disabled while a Survivor is inside your terror radius. (Note that Survivors with Omen's are Oblivious and thus are never considered within your TR)

    Striking a healthy Survivor inflicted by an Omen removes the Omen and makes the Survivor marked for death. A Survivor that is Marked for death does not leave scratch marks or blood marks, their aura will still be revealed to other Survivors but will turn white to signal that they are marked and they recieve a 50% movement speed increase that decays over 10 seconds. At the end of the 10 seconds the Survivor is downed. (Note: the Killer isn't given a notification of where they fall)

    For 30 seconds after inflicting a Mark of Death you will be given the blindness effect. This will only prevent you from seeing Survivor aura's.

    There is no escaping the Mark of Death. Those marked WILL go down.

    Perks

    • Show of Futility - For the first 10/20/30 seconds after a Generators starts to regress it will regress 300% faster (1 charge per second up from 0.25). Afterwards it will stop regressing.
    • The Lonely path - The Obsession receives the hindered status effect when within 8 meters of another Survivor slowing their movement speed by 5%. This effect lingers for 15/20/25 seconds after leaving the Survivor
    • Trail of Body's - Whenever you hook a Survivor gain a token up to a maximum of 4/5/6. Whenever you down a Survivor gain the undetectable status effect for 5 seconds per token up to a maximum of 20/25/30 seconds.

    Addons

    Names pending. Please give suggestions

    Brown

    • Decrease omen application time by 1 second
    • Increase omen application range by 2 meters
    • Increase time to remove an omen by 1 second
    • Survivors with an omen are inflicted with blindness

    Yellow

    • Increase time to remove an omen by 2 seconds
    • Marked Survivors gain a 10% smaller speed boost (down to 40%)
    • Marked Survivors are downed 2 seconds sooner
    • Increases the rate at which you accumulate movement speed by 50% (0.02 M/S/S)
    • Decreases post mark blinded duration by 5 seconds

    Green

    • Marked Survivors gain a 15% smaller speed boost (down to 35%)
    • Marked Survivors are downed 3 seconds sooner
    • Increases the rate at which you accumulate movement speed by 100% (0.04 M/S/S)
    • Decreases post mark blinded duration by 10 seconds
    • Each Omen increases your maximum movement speed bonus by an additional 0.2 M/S (5%)

    Purple

    • Each Omen also decreases your Terror radius by 4 meters
    • When a Marked Survivor is downed all Survivors with Omens scream
    • Survivors in your terror radius no longer disable your movement speed. Each Omen increases your maximum movement speed by 0.4 M/S less (10%)
    • Survivors outside of your terror radius have their action speeds reduced by 5% for each Omen

    Red

    • You may see blood and scratchmarks from marked Survivors. When a marked Survivor is downed the nearest Survivor screams.
    • Increases your base movement speed by 5%. You no longer see the aura's of Survivors with Omens. Applying an Omen or a Mark reveals the aura of all Survivors outside of your terror radius for 10 seconds.

    @NuclearBurrito said:

    This was one of my older idea's and I thought I could execute it better now.

    The Shadow

    Movement speed: 4.6 (115%)

    TR: 24 meters

    Height: Medium

    Power: Black Mist - The Killer emits a Mist inside of the inner half of the terror radius. This mist is opaque to Survivors outside of it. Survivors inside the mist have their screen go monochrome and cannot differentiate from inside and outside the mist. Additionally they will become Oblivious until they exit the Mist. The Mist will disappear when outside of the Killers Terror radius.

    The Killer has 2 Abilities related to the Mist: Expanding the Mist, and Locking the Mist.

    Expanding the Mist is channeling for up to 3 seconds, during the channel the Terror radius will increase by up to 100%. Afterwards the Terror radius will gradually fade back down to it's base level over 10 seconds.

    Locking the Mist grants the Killer the Undetectable status, and drops an invisible decoy that continues emitting the Terror radius. if the Killer exits the Mist his movement speed becomes 4.4 M/S (110%) and he needs to be in the mist for 3 seconds to regain full movement speed. Exiting the decoy Terror radius entirely will cancel the lock. If the Mist was expanded locking the Mist will halt the Terror radius from decaying.

    The Killer has a visual ring representing how far the Mist goes and where it is if it's locked.

    Perks

    • Creeping Dread - If a Survivor working on a Generator, sabotaging a hook or healing enters within 8 meters of you they will immediately receive a skill check. This can only activate on each Survivor once every 20/15/10 seconds.
    • Twilight Approaches - Start the trial with 3 tokens. Consume a token every time you strike a healthy Survivor. At exactly 3 tokens: Instantly down the Survivor. At exactly 2 tokens: You suffer no successful attack cooldown. At exactly 1 token: You receive a 5% movement speed bonus for 20/25/30 seconds.
    • Ravenous Hunter - Gain bloodlust 50/75/100% faster. Gain an additional 2% extra movement speed per tier of bloodlust.

    Addons

    Brown

    • Survivors inside of the Mist are blinded
    • Increases your maximum expanded Terror Radius by 25%
    • Your expanded Terror radius takes 2 seconds longer to decay
    • You do not emit a red stain

    Yellow

    • Increases your maximum expanded Terror Radius by 50%
    • Your expanded Terror radius takes 3 seconds longer to decay
    • Re-entering the Mist restores your movement speed 1 second faster
    • You expand the mist 50% faster
    • Negative status effects cannot be removed from Survivors while they are inside of the Mist (Deep Wounds doesn't count for this). Timers on negative status effects will be paused until they exit the mist.

    Green

    • Your expanded Terror radius takes 5 seconds longer to decay
    • Re-entering the Mist restores your movement speed 2 seconds faster
    • You expand the mist 100% faster
    • Survivors that exit the Mist receive a 5% Hindered status effect for 10 seconds
    • While outside of the Mist you are invisible to Survivors inside of the Mist

    Purple

    • While outside of the Mist you see the aura of Survivors inside of the Mist
    • The Mist lingers for 5 seconds after leaving your terror radius
    • Survivors inside of the Mist have their repair, sabotage, gate opening and repair speeds decreased by 50%
    • You may exit your Decoys terror radius without unlocking the Mist

    Red

    • The Mist fills your entire Terror radius
    • While there are no Survivor in the Mist and you are in the Mist move 10% faster. While there is at least 1 Survivor in the Mist and you are outside of the Mist move 10% faster. Otherwise move 5% slower.

    @NuclearBurrito said:

    The Slayer

    When you are playing him he carries 2 daggers, the left one is for his power and the right one is for basic attacks. They would be ornate and look identical.

    Movement Speed: 4.6 M/S (115%)

    Terror Radius: 32 Meters

    Power: Living Weapon - You may drop one of your daggers on the ground, marking the spot it lands on. While the dagger is not in your possession, Survivors that ever come within 2 meters of the dagger for any reason are revealed by Killer Instinct for 3 seconds. Dropping your dagger does not slow you down.

    Warp - Using the power button again will cause you to instantly teleport to the dropped dagger, gaining the undetectable status for 2 seconds on arrival. Once there you will instantly pick the dagger back up.

    Recall - Using the secondary power button while the dagger is dropped while preform a channel, after the channel is complete the dagger will return to you damaging any Survivors in it's path. The channel time depends on your distance from the dagger, increasing by 0.1 seconds for every meter from the dagger up to a maximum of 2 seconds. During the channel you move at 3 M/S (75% MS) and there will be a red line connecting you and the dagger visible to all players.

    Perks

    • Relentless Pursuit - Whenever a Survivor within 40 meters of you is damaged gain 10% increased movement speed for 2/3/4 seconds
    • Syphon - Every 4/3/2 times you hook a Survivor, gain 1% bonus movement speed for the rest of the trial
    • Dissassosiation - For every Survivor in the injured, dying or hooked state your terror radius is reduced by 2/2.5/3 meters

    Addons

    Brown

    • Survivors hit by recall are blinded for 60 seconds
    • Reduces the recall channel cap by 0.3 seconds
    • Replaces the Killer instinct effect with aura reading (still works with the appropriate Killer Instinct addons)
    • Increases the undetectable duration on warp by 0.5 seconds

    Yellow

    • Survivors hit by recall are mangled until healed
    • Reduces the recall channel cap by 0.4 seconds
    • Increases the undetectable duration on warp by 1 second
    • Increases the Killer instinct detection range by 1 meter and the duration by 1 second
    • The Dropped dagger becomes invisible to Survivors

    Green

    • Reduces the recall channel cap by 0.5 seconds
    • Increases the Killer instinct detection range by 3 meters
    • Survivors effected by Killer instinct are inflicted with a 5% hindered status effect for the duration
    • Survivors hit by recall are broken for 45 seconds
    • After completing a recall all Survivors currently in your terror radius are inflicted with the Oblivious status effect for 30 seconds

    Purple

    • After dropping the dagger gain the Undetectable status effect for 10 seconds
    • For the first 0.5 seconds of the recall channel the red line is invisible for Survivors
    • Increases the Killer instinct duration by 5 seconds
    • Removes the recall channel. Instead recall causes the dropped dagger to instantly start to come back to you as a projectile moving at 20 M/S. The red line still connects you and the dagger as it moves

    Red

    • Warping causes you to swap places with the dropped dagger instead of picking it up. Increases the duration of the undetectable status by 6 seconds on warping. Decreases your movement speed by 0.2 M/S for 3 seconds after warping. You cannot recall the dagger.
    • After dropping the dagger gain 10% haste for 5 seconds


  • There's only a finite number of ideas available for this game in its current state, and likewise with perks. It's not the intention to keep making better, stronger perks and killers, as it will make the variety obsolete.

    They're coming up with variations at present which still present differing playstyles. "The Blight" acts like a creature that pounces along the walls, but maybe the animation for that would be too complex. Oddly, I can see this as a power the xenomorph may have had in another universe.

    There are other ideas they could try, and I reckon visiting "Identity V" may provide some ideas: For example, one killer there creates a mirror image of itself; another creates little crearures which dot along the landscape; and another possesses husks.

    Likewise, adding new effects has helped newer Killers such as The Executioner and The Demogorgon, so more effects in future could be good! Maybe a Killer may have a power where if a survivor looks at its face they those speed (like a Medusa character); or perhaps an enemythat can ressurect sacrificed survivor husks and use them to hunt survivors; or maybe one which could manipulate jungle gyms and borders. Those are rough ideas, but options.

    Ultimately though, new Killers and perks don't necessarily have to offer a power completely unique to themselves. They just need to address a current situation found unenjoyable by the players. Maybe if people offered suggestions for powers, rather than just berate existing ones, the community may be able to work with the developers. This goes with many other aspects too.

  • @SCP_FOR_DBD said:

    Bad bait lmao

    not bait but okay

  • I didn't really mind the similarities of other Killers.

    I also don't mind that Blight is similar to some others.

    But i find it a bit disappointing that the Power is to just bump into stuff and run moderately faster.

    Could've maybe used those syringes in more creative ways instead of just to self-inject so he can run again.

  • I'm sorry but saying Demos shred is just huntresses hatchet makes this seem a lot like bait lmao.

  • Relax OP. Content wise they produce a lot of killers and survivors, Perks can sometimes leave us with more to be desired, sure. Constructive feedback is more well heard. I’m definitely not a “dev defender” but come on.


    as far as the blight, I’ve played vs Blights who seem pretty damn good so far on the ptb imo. Give it time.

  • @Emelia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1553103#Comment_1553103

    Play any fighting game - Mortal Kombat, Street Fighter, Guilty Gear, whatever. If devs run out of ideas after 10 killers they should hire someone creative.

    Not good examples, Street Fighter has a ton of carbon copy characters with little variations like Ryu/Ken/Sagat/Akuma/Sakura/Gouken and the rest of the shotos, grapplers are usually very similar between themselves too, most of them relying on the 360º motion for their moves, yes, I know, they are not exactly the same but they are more similar between themselves than Huntress/Deathslinger.

    Mortal Kombat has like how many ninjas and kunoichis?.

    Guilty Gear does have more variation and unique characters as trade off its very poorly balanced (even by fighting games standards), it has some SS+ tier characters almost everyone picks and the rest of the cast which is not bad but people rarely play them, when I played GG Xrd I cant remember facing like half the cast, while the other half was non existant.

  • @Deathslinger said:

    I’m not a game designer but three months doesn’t seem like a lot of time to create/try/balance any killer power, specifically one that is completely brand new and original. Makes sense to me that they would borrow heavily from previous killers and experience.

    might be worth to give them a 3 month period after releasing 3 killers and have then end the year with heavy bug fixes and perk changes while really creating/experimenting/polishing a more unique killer. We could start every new year with a bang and build momentum and new bugs and repeat the process at the end of the year.

    Gotta make those new chapter bank though~

    That's not how it works. They create and work on multiple chapters at the same time. Judging by what devs have said in posts, at the start of the year they plan out the 4 chapters they're going to release for the year then start working on them, obtaining licences etc. So they usually have plenty of time to plan this stuff out.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554349#Comment_1554349

    I'm sorry but saying Demos shred is just huntresses hatchet makes this seem a lot like bait lmao.

    Yeah I see that, but am I wrong?

    Yes his portal power is unique to him, but his shred is just another form of huntress power as like I said, instead of throwing something like a hatchet, you throw yourself.

    @EuphoricBliss35 said:

    Relax OP. Content wise they produce a lot of killers and survivors, Perks can sometimes leave us with more to be desired, sure. Constructive feedback is more well heard. I’m definitely not a “dev defender” but come on.

    as far as the blight, I’ve played vs Blights who seem pretty damn good so far on the ptb imo. Give it time.

    They can put out as much content as they want to, but it won't matter if they all feel the same as well if their powers are just copies of other powers but only slightly different, and in the long run, won't work out well.

    Quality>quantity

  • @MrsPiggyIsSoSneaky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554404#Comment_1554404

    Yeah I see that, but am I wrong?

    Yes his portal power is unique to him, but his shred is just another form of huntress power as like I said, instead of throwing something like a hatchet, you throw yourself.

    https://forum.deadbydaylight.com/en/discussion/comment/1554446#Comment_1554446

    They can put out as much content as they want to, but it won't matter if they all feel the same as well if their powers are just copies of other powers but only slightly different, and in the long run, won't work out well.

    Quality>quantity

    Not really, the mere fact demos actually moves him gives both abilities completely different applications. And theres other stuff, demo has a brief cool down, huntress has 5 and can throw them whenever she wants. Demo always has his, huntress has an ammo system. Demo can break pallets, huntress can't. They are nowhere near the same thing.